Where do i feed to Translucency map and AO map in the shader?
You want to go with a node setup something like this - Use MixRGB to multiply the Ambient Occlusion value with your BaseColor, and use a Mix Shader to combine your Translucenct BSDF with your Principled BSDF.  See image below:

Also, notice the areas I highlighted - these should be set to &quot;non-color&quot; color space. Additionally, to get the transparency to function correctly, you will have to change your Blend Modes to something other than &quot;opaque&quot; in your material properties settings.
Lastly, you can disregard the difference in names in my image textures, I just threw some in as examples to show the setup. Also, pardon my ugly node arrangement, I had to fit it all into one screen for a good sized screenshot.
Cheers.